I’m having a nasty memory leak everytime I play a 3D sound. If I have the following code commented out, the leak goes away. Otherwise, I lose a few K every second. Eventually, it starts to be quite significant. Also, I did call “FMOD::Memory_Initialize(ptr, len, NULL, NULL, NULL);” with a 5 Meg chunk of RAM before I created the FMOD sound system pointer, but this didn’t seem to help at all.

The _soundRecords is a fixed array of 20 records that I use to make sure I don’t play more than 20 sounds at once. As a sound completes, I make the entry available for the next sound. Also, I’m not running out of sound slots.